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new campaign rules

 Post subject: new campaign rules
PostPosted: Sun Dec 28, 2008 6:49 pm 
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I’m thinking of making some kind of advance campaign rules for BGF and was wondering if there would be interest in such a rule set.  Since I don’t get to play BFG that much anymore, this for me will be more of a fun project rather than something I can use, so I will only really commences with it if other would like to use such a rule set (otherwise I will probably use my time playing fallout 3).

The basic idea behind it that the campaign map is a second game.  Rather than just a map to move units on.

Systems will have different strategic uses.  For example Agri and mining world’s produces wealth, but you need civil, hive or forge worlds to then turn into ships.  Again different worlds can build different classes of ship.  Agri and Mining worlds can only build system ships, civil can build up to cruiser, hive up to battle/heavy cruiser and forge worlds can build any class.

Other things I’m planning on including are:

Warp route times, so fast ships can travel down some routes quicker than slow ships (so you can’t send a battleship after an escort wolfpack).

Ground based building you can purchase to help with your empire.  Such as naval academies to increase the starting Ld of your ships.
Massed cargo ports, allowing you to purchase rouge traders and trade in the enemy’s territory
Increased drydocks, to allow a planet to build larger ship classes
Additional blueprints, so that forgeworlds can build extra ships that are not from your sector fleet.

BFG battles are decided by what the ships in a system are doing.
Defending a system ships can; defend a planet, defend a convoy or patrol the system (in which case they will turn up as reserves in any other battle.
Attacking a system ships can attack convoys, reducing the amount of resource entering/leaving a system and taking some for themselves, hide so that they can wait until enough ships are in system and then attack (though patrolling ships might find them) or blockade a planet, which will stop all resources entering or leaving the planet and can then be used to invade the planet.

When invading a planet you need to purchase regiments to assault it and then drop off as many as you like,  then a battle for Armageddon style roll is used to determine what happens.  So you might get luck and capture a whole world with a single regiment, or your ground forces might end up in a protracted war lasting several campaign turns.

So from this brief and somewhat scatty overview, would people like to see a drafted version?

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 Post subject: new campaign rules
PostPosted: Mon Dec 29, 2008 5:18 am 
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Of course we are always interested in these things. Especially Warp Rift!

In essence you are expanding the advanced campaign system: 'Goya's Masterpiece'?

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 Post subject: new campaign rules
PostPosted: Tue Dec 30, 2008 10:24 am 
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Quote: (blackhorizon @ 29 Dec. 2008, 04:18 )

Of course we are always interested in these things. Especially Warp Rift!

In essence you are expanding the advanced campaign system: 'Goya's Masterpiece'?

Could you please link me to Goya's masterpiece.  If the ground work has been done then I might just turn my idea into an expansion pack.

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 Post subject: new campaign rules
PostPosted: Sat Jan 03, 2009 9:38 pm 
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Well here is the first draft of some of the rules I am working on.

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 Post subject: new campaign rules
PostPosted: Tue Jan 06, 2009 4:18 am 
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Goya's Masterpiece are an awesome rules system for a campaign. Created by Warmaster Goya, hence the name (unofficial, since he never said to be that, IIRC). They can be found in Port Maw, in the fourms section, but right now I cannot access the site  :O . Once it is available again, they have a whole subforum devoted to them so they are easy to find :)

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 Post subject: new campaign rules
PostPosted: Tue Jan 06, 2009 7:57 pm 
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Thanks Xavi.  I’ll see if I can find them.

I am not going to be able to work on my campaign pack until the weekend, I have too many lssons to plan, but I am planning on writing out the following

How you play the different mission depending on where your ships are in a system.

How you collect income.  You can either extort it from a system by having a military presence, though you wont get all of the income.  Build an admin centre (I need a better name) to control the planet and get all of the income.  Pillage the planet to get some of the income, though it then becomes hostile towards you so you will have to invade it t then claim it.  Or the Tau can set up trade stations to get a small amount of the income.

I’m also trying to come up with a captaincy system where captains gain experience, Ld and rerolls and can be transferred between ships, as well as an exp system that allows crew bonuses and ship refits.  Though the devil is in the ordnance and how to track which ship fired what to see how should get the experience.

So far exp is drafted at
1 point per point of damaged caused
1 point for first point of damaged caused in the game
1 point for first point of damage caused by that side
1 point for crippling a ship
1 point for destroying a ship
1 point for giant killing (so an escort finishing off an enemy cruiser or a cruiser killing a BS)
1 point for causing a warp drive explosion that damages enemy ships and none of your own.

So a cruiser that removes the last point of DC from a BS will get 3 exp 1 for the damage, one for killing the enemy and one for a giant kill.

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